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Work In Progress Melee Maps - Page 182

Forum Index > SC2 Maps & Custom Games
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Fictitious1267
Profile Joined October 2015
37 Posts
Last Edited: 2015-10-11 03:58:48
October 10 2015 04:02 GMT
#3621
Edit: I think I'll just make a finished map post. I got a review the other day and they gave it 5 stars, so I guess it's good enough for a first map.
Maker of: Sunken Earth, Heavy Tide, Spe'shul Sky Park, Eroded Peak, Photon Overcharge Removal and Adept Mod, Equal Opportunity Photon Overcharge (Mod)
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 18 2015 21:00 GMT
#3622
so apparently this is what I was working on when i got busy with other stuff. i had forgotten this map entirely how does that happen

[image loading]
152x152 all spawns i suppose
the nat choke is 12 across aka 4 gateways, and the close rush distance is pretty short, like 35 seconds with the tower down short. far rush distance is 45
www.alonetone.com/xenotolerance
Fictitious1267
Profile Joined October 2015
37 Posts
October 21 2015 02:22 GMT
#3623
Here's the 1 vs. 1 melee map that I'm currently working on. It's 134x116. Spawns are in the NW and SE corners (as shown in the pathing image). It took a drone 57 seconds from one base to the other (not sure if you use workers or lings to measure rush distance).

Overview:
+ Show Spoiler +
[image loading]


Pathing:
+ Show Spoiler +
[image loading]


Does anyone see anything that I need to be concerned with? Input appreciated.
Maker of: Sunken Earth, Heavy Tide, Spe'shul Sky Park, Eroded Peak, Photon Overcharge Removal and Adept Mod, Equal Opportunity Photon Overcharge (Mod)
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 21 2015 17:41 GMT
#3624
The natural wall is really cool, with the narrow choke and a small path next to it. Having the cliff from the 3rd be right on top of it isn't good though because you can park on high ground and attack the wall with impunity. Siege tanks, immortals, roaches, blink stalkers, not to mentio warp gate in general, are just too strong up there. Terran can't defend their wall against roaches, stalkers moving back and forth between main and nat have high ground advantage, and so forth. First thing I would recommend to change that is making the map taller and using the extra space to spread those bases out a bit. You can probably keep that 3rd mostly like it is now in concept, that is, a forward high ground 3rd with a double tower ramp to the center and close to the nat entrance, but create some space between its cliff and the natural so it's not impossible to defend.

The pathing block between that same 3rd and its buddy 4th and the main is a cool idea. I think it might be unplayable though if the distance is short enough for blink and warpin to go from one side to the other too easily, and if immortals or siege tanks have a big threat field from behind those spots. Like, as it is now, if I put a siege tank behind the mineral line on that 3rd, I can siege the natural and the main ramp at the same time, I have high ground, and I'm behind minerals so the position is well protected. Imagine an immortal push with a warp prism to hop around that cliff etc.

happy mapping <3
www.alonetone.com/xenotolerance
Fictitious1267
Profile Joined October 2015
37 Posts
Last Edited: 2015-10-23 08:28:02
October 22 2015 09:10 GMT
#3625
Thank you so much Xenotolerance, you helped so much. Here's the changes I made. The red lines are disabled pathing, but I just haven't put doodads to make it look like it yet. I was hoping to keep the original feel of the map's high and low grounds, but I can scrap it if I need to. Have I resolved the previous problems? Are there other problems?

+ Show Spoiler +
[image loading]


I talked to someone and they said that the gap in the wall at the natural would be hard for zerg to defend hellions. Is this a serious enough issue that I should make the wall solid and just widen the gap more, or is it something that players could just learn to place their units and buildings better? I don't play zerg.
Maker of: Sunken Earth, Heavy Tide, Spe'shul Sky Park, Eroded Peak, Photon Overcharge Removal and Adept Mod, Equal Opportunity Photon Overcharge (Mod)
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 24 2015 01:45 GMT
#3626
Ya in regards to the nat entrance, if hellions get into that spot, they are in a pretty strong position to murder zerglings. If it's close enough to the hatch a zerg can easily block it with an evo or a spine. I don't think it's a big deal.

Using pathing blockers instead of a cliff is fine in theory, but there are a couple concerns. You should absolutely use pathing + vision blockers so that stalkers and tanks can't see into the main on their own. And you should absolutely make sure that a pylon placed just outside the main can't get power into the main for warp-ins. In other words, it should work just like a cliff, even if it doesn't look like one.
www.alonetone.com/xenotolerance
Fictitious1267
Profile Joined October 2015
37 Posts
October 24 2015 02:55 GMT
#3627
Good points. I'll make sure of that before I publish it.
Maker of: Sunken Earth, Heavy Tide, Spe'shul Sky Park, Eroded Peak, Photon Overcharge Removal and Adept Mod, Equal Opportunity Photon Overcharge (Mod)
Theonidas
Profile Joined September 2013
France3 Posts
October 30 2015 17:50 GMT
#3628
Hello, here my map improved after some advices, it is the first map on which I spend time, therefore it is extremely possible which it still makes work above. This map of fray is a 1v1, the size is wanted, I added only one additional texture compared to the first station. If you have others critical which could enable me to improve it I am always taking. Thank you for your attention, Theonidas

Map Name > "La Piste

[image loading]
[image loading]
[image loading]
[image loading]
RoomOfMush
Profile Joined March 2015
1296 Posts
November 01 2015 17:42 GMT
#3629
Here is a 1v1 Map I made today. No Eye-Candy yet, just the basic layout. What do you guys think?
Spawns are at the top-left and bottom-right. Its 14 Bases in total, no gold, no backdoors. 2 Xel-Naga towers.
[image loading]

The biggest feature is probably the narrow bridge through the center. This passage is the shortest path between both mains but is too small for larger armies. Furthermore your enemy can get a superior arc for his units waiting at the end of the bridge.

You also have 3 choices for your third base. The forward third is more exponsed but allows for more aggressive play. Then there is the 3rd next to your main and the 3rd next to your natural. Both are very similar but depending on which 3rd your opponent chooses the game can become more aggressive or more defensive.
LHK
Profile Joined May 2015
204 Posts
Last Edited: 2015-11-03 16:02:32
November 03 2015 15:38 GMT
#3630
[image loading]

[image loading]

179x184 (Hasn't been sized down to exact play-standards yet, ,can be modified)

I was bored tonight and wanted to work on maps with LOTV in mind.. The general concept I had with this map is the choice of third- the far away but easier to hold and "choke" - or the closer one with double ramps leading into it. The closer, less safe one rewards you by a fourth and potential fifth base if you can hold the locations, but is further away from your main. If we're assuming bottom-right spawns, expanding westward yields safer expansions however the number of bases quickly dwindles, and you will most likely be forced to control the center.. Controlling the center yields access to double gold bases (Minerals will be very, very important in LotV).

Other notable features are the brood war -esque huge, high ground ramp a-la Heartbreak ridge, one of my favorite map design features from brood war days, and one I haven't seen done in SC2.

I included a back-door reaper entrance to stick with meta, and stuck to general walling techniques. I'm curious if the reaper entrance should be destructible rocks instead, to allow a faster way to get to and from the westward third base, without making it the 100% obvious choice since there are rocks in the way early.

If this map is flawed I would love to know why.. I've made a few maps in my time but never submitted anything and would love feedback.

Thanks!

-Laura HK
-Laura
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
November 03 2015 18:01 GMT
#3631
@LHK both choices of 3rd are too hard right now, they're too far and you have to traverse a wide open area to get to them.
vibeo gane,
LHK
Profile Joined May 2015
204 Posts
November 03 2015 20:28 GMT
#3632
@-NegativeZero-

Yeah after pondering it for a bit I came to the same conclusion.. ESPECIALLY in Lotv, with the bases mining out as fast as they are, gotta at least have the third easier to get. Doing a rework to make the third easier to get - The bases that are currently thirds, do you feel they can work as fourths, being farther away?
-Laura
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
November 03 2015 21:43 GMT
#3633
On November 04 2015 05:28 LHK wrote:
@-NegativeZero-

Yeah after pondering it for a bit I came to the same conclusion.. ESPECIALLY in Lotv, with the bases mining out as fast as they are, gotta at least have the third easier to get. Doing a rework to make the third easier to get - The bases that are currently thirds, do you feel they can work as fourths, being farther away?

depends on where you put the new 3rd, but probably. initially they look slightly too close for 4ths but they're likely ok for lotv.
vibeo gane,
Reptilia
Profile Joined June 2010
Chile913 Posts
Last Edited: 2015-11-09 17:58:13
November 06 2015 00:13 GMT
#3634
Hey guys, noob map maker here. Tell me what you think. (obviously textures are just placeholder and ignore the main to natural ramp as my editor is kind of bugged for small ramps, just asume they are proper diagonal ramps)

Version A
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


Version B
[image loading]
+ Show Spoiler +
[image loading]


The secret to creativity is knowing how to hide your sources
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
November 06 2015 04:39 GMT
#3635
Conceptually it's solid but the terraining needs work. Something that'll come with practice and observation.
~ ~ <°)))><~ ~ ~
SwedenTheKid
Profile Joined July 2014
567 Posts
November 07 2015 04:24 GMT
#3636
[image loading]

135x135, but I will increase space around borders. Thoughts?
Casual Mapmaker
Xenotolerance
Profile Joined November 2012
United States464 Posts
November 09 2015 16:15 GMT
#3637
3&4&5 base play seems cool and I dig the tiny/huge center idea. dig it a lot

low ground bases => gold bases! :D

I don't know about the half bases. I think 6 bases per player is fine even for LotV if it's a small map, it just makes for a rush map. so if you skip the half base, you get some room to play with the low ground base location, and also the entrances to the corner bases and clockwise 3rds which look a little awkward and chokey to me as they are now. also I think the ramp outside the nat entrance would be improved by being at least one size bigger. I think if you remove the half base and find a way to make the low ground bases easier to take, they could stay blue if you're into that. if they're gold though I foresee SHENANIGANS

everybody likes shenanigans right
www.alonetone.com/xenotolerance
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2015-11-14 06:59:00
November 14 2015 02:35 GMT
#3638
[image loading]
abandoning this layout. clockwise player imba
www.alonetone.com/xenotolerance
scbroodsc2
Profile Joined February 2013
Canada36 Posts
November 14 2015 03:58 GMT
#3639
First time posting on TL for this kind of map feedback. I'm actually more on mapster but I feel like here is a better place for fast good feedback. Then, with the new LotV terrains, I've been wanting to make an Ulnar terrain. I did a very sketchy drawing on a piece of paper then I did it in the editor. But now, I realise it's way too big. So other than scale (and the fact that it's offcentered), any thoughts on how the overal is designed in a circle-ish shape, the high ground circle in the middle, the xel'naga towers... I know there is nothing on the map at all, but if this is going to be too big, I'd rather invest time in making from scratch a new terrain sized decently based on the same idea.

I wanted to get the square / diamond shape feeling of Ulnar with very deep area. I would have placed floating doodads in the dead zones and couple xel naga green light doodads here and there.

[image loading]
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
November 19 2015 04:02 GMT
#3640
Mag'Mell. Coming soon. Just an overview, I'll hide the eye candy for now

[image loading]
They don't want you to construct additional pylons
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